Marine Tier 2 - Protolab

autograderautograder Join Date: 2011-06-24 Member: 106181Members
<div class="IPBDescription">Let's force expansion</div>In order to get jetpacks a protolab must be built costing TRes, and then jetpacks researched for more TRes.
I venture that a protolab should require a second CC (costing TRes) but start with jetpacks having been researched. The TRes cost is about the same AND we give marines a reason to create a second CC, other than preventing alien hives.

Thoughts?

Comments

  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Not a bad balance suggestion. But it does feel a bit forced. I'd prefer to see the restrictions on alien tech are loosened, rather than Marines suffering similar limitations.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I'm not a particular fan of this. It was tried in the earlier alpha/beta (i.e. tying marine tech to additional CSs) and it resulted in marines getting pounded in the dirt worse than now.
  • BearTaxiBearTaxi Join Date: 2011-11-15 Member: 133064Members
    <!--quoteo(post=1903771:date=Feb 16 2012, 10:52 PM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Feb 16 2012, 10:52 PM) <a href="index.php?act=findpost&pid=1903771"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not a bad balance suggestion. But it does feel a bit forced. I'd prefer to see the restrictions on alien tech are loosened, rather than Marines suffering similar limitations.<!--QuoteEnd--></div><!--QuoteEEnd-->

    QFT
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1903935:date=Feb 17 2012, 01:09 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Feb 17 2012, 01:09 AM) <a href="index.php?act=findpost&pid=1903935"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not a particular fan of this. It was tried in the earlier alpha/beta (i.e. tying marine tech to additional CSs) and it resulted in marines getting pounded in the dirt worse than now.<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1 it's kind of like slow on hit, something that should not get re-implemented, it didn't work well last time it was in.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    We've had this before in the earlier days of the alpha, didn't work out so well and tying the marine's tech to expansion not only was irritatingly unrealistic and doesn't fit the character of the marines long established from NS1, but also was just exploited by rapid recycling of CC's once the desired tech was acquired.
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